Forum Multiplayer Local test with 2 or more players

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Local test with 2 or more players

Postby emanuele.ornella » January 29th, 2010, 10:55 pm

Just downloaded and followed all the instruction on the FridgeMagnets.

I was able to compile (F5) the local server.
I was able to run the flash client with my id game.
I was able to see the log on the server window and the user.

Now I would like another player join the game. So I went to the output folder and run the SWF I found there.
However I have the message "Connecting" and no other player is visible on the server.

Then I tried with TicTacToe that requires two players to play.

I run the server, I published the swf and run in a browser.
I run the first player and I was able to created the new game in the lobby.
Then I run the second player but I was not able to see any game in the lobby.. If I am going to create a new game the previous one is removed. However I never had two players playing together.

What am I missing?

Thank you,
emanuele
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Re: Local test with 2 or more players

Postby RandomBC » January 29th, 2010, 11:36 pm

I think player.io is in deep beta now and a lot of bugs must be fixed.
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Re: Local test with 2 or more players

Postby Toby » January 29th, 2010, 11:54 pm

Hi Emanuele,

I just downloaded the latest versions of the said games and they all seemed to run smoothly here. Were you literally running these without edits (aside from the key, of course). The only thing I can really think of is that your machine may be blocking the connection. Currently the API uses ports 911 or 8184 - I find that some firewalls block it out completely (I tried doing a test at my uni to no avail).

I'm sure Chris or Oliver will be able to assist you if it still doesn't work. Do the magnets even appear for the first player, in FridgeMagnets? If so, it's rather strange that one can connect and not the other.
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Re: Local test with 2 or more players

Postby Benjaminsen » January 30th, 2010, 12:18 am

We are currently having a few cashing issues with rooms. We are working hard on getting it solved ASAP!

A bit more info
To give developers full flexibility we rewrote the entire room infrastructure in the new systems for the new platform. Guess a bug or two sneaked its way in there.

Sorry for the inconvenience.
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Re: Local test with 2 or more players

Postby emanuele.ornella » January 30th, 2010, 2:59 pm

Hi Toby and Chris.
Much appreciate your prompt reply!
No problem if this is not fully working!
I thought I did something wrong.
This morning I tried again and I had FridegeMagnets working with 3 players as well.
While I tried (just after) the TicTacToe and the second player was not seeing any room...
Check the attachments.

Let me know if you want more info on this!

I will study the code in the meantime.. your system looks really promising...
Keep me posted on any fix...

Cheers,
ema
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SnapFridge.jpg
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SnapTicTacToe.jpg
SnapTicTacToe.jpg (114.33 KiB) Viewed 26899 times
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Re: Local test with 2 or more players

Postby emanuele.ornella » January 30th, 2010, 3:01 pm

And of course yes: I can confirm that I only pasted the id...
Actually I used the same game id for both tests... Is this maybe the reason?
I did closed both the server and the client of FridgeMagnet before to lunch the TicTacToe game..

ema
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Re: Local test with 2 or more players

Postby Toby » January 30th, 2010, 3:37 pm

Hi again Emanuele,

Okay,
I just downloaded the new versions, built them in with the same key, ran fridge magnets with 3 players and then closed - then I opened up tic tac toe and it appears I get the same problem as you: No rooms are visible in the lobby.

The problem should be fixed soon (some bugs are still being ironed out) but this could just be a problem with the examples. I'm currently developing a game with the API's and it appears to be running smoothly.

So until then, the API is hopefully functional and simple enough to grasp from the examples (there's a documentation on the main site) for you to get started. Hopefully, you won't be getting any errors that way.
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Re: Local test with 2 or more players

Postby emanuele.ornella » February 1st, 2010, 2:02 pm

Ok,
thank you for the update Toby.
I will go ahead, even if I prefer to watch a working example to learn.

Keep us posted on any update!

Cheers,
emanuele
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Re: Local test with 2 or more players

Postby Oliver » February 4th, 2010, 3:34 pm

And Fixed!

The latest version (1.0.3) fixes this issue. It was an overeager timeout value that caused rooms to be deleted before they had even received their first timeout. We've done a bunch of testing of the system again now and we haven't been able to reproduce the issue again.

We also realized that the samples need to give better feedback of the errors they encounter, so we've added that to the todo list.

More info about the release here:
Release notes for version 1.0.3
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